Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Saturday, October 4, 2014

Old D&D editions and clones - B/X edition D&D

In my series going back through old editions and clones I've reached the edition of D&D called B/X, for the "Basic" and "eXpert" books of the D&D rules. I'm thinking of taking a closer look at some other old school games as well, but for now it's the Thing itself, D&D.

First impression is good. This is clear about what it's all about, and how to use the book. This introduction is very clear, and this is what you feel about the rest of this book, very clear.

How do you organize a game book anyway? Many books have been organized like this one, and for a good reason, it is clear and makes a lot of sense. You learn about a how to make a character, his or her powers and then about things you might happen upon in an adventure and how to handle them. Even in the section about encounters the author lists things you might want to do when you encounter a creature, and then in the same order they are listed there's a section on how to handle that eventuality.

The only thing I really find curious about these books, Basic and Expert alike, is how they mention monsters. In the first book they say there's more stuff in the next book, like monsters! Then in the next book they once more mention the next book (never published) containing more stuff, like monsters. It's also mentioned on the back of the books that there are "new spells, magic items and over 100 new monsters". Why not mention how many magic items are in there?

It was fun to see that Dave Arneson's rules about magic swords show up again. I kind of missed them when they were not in the first book. I wonder how different the history of D&D would be if all swords had been that special?

Generally when I read this book I feel "this is a game I could see myself playing". You feel that since it's so complete. There are procedures for stocking dungeons, what to do if they players want to speak to monsters or who will act first when they are surprised. It feels like whatever happens, you're covered. This almost makes me feel like I'm reading 3rd edition, which is usually being slammed for trying to cover it all, with a rule for everything. Maybe it's a matter of how you present it? For me it reads very comforting. I am tempted to run a game just because I know with these rules I could handle anything.

Apart from that, there's very few pieces of really inspiring bits for me. The prose is very dry, and not enticing me into adventure, and the rules have no really quirky and bizarre subsystems you long to try out. Oddly enough, if there's one word for this feeling it must be - dull!

Considering this is the favourite edition for many D&D fans, I guess I just cussed in church! But, I don't consider this a bad game. Frankly, this probably is my favourite edition of D&D. For some reason it really lack some pizzazz, though. It wont make me go "I really want to play this game", but like I wrote earlier I could really see myself doing it, because I find no faults at all with it. Come to think of it, this was the last edition I used to run a D&D game, before it fizzled out and we started playing that newfangled thing, called 4th ed.

There is one thing that mystifies me, though, why do a clone of this game? There's nothing to fix, and there's no fault in its presentation and it's easy to find for sale cheap. Well, not being silly I guess the problem would be it's not in print.

But, My two copies of both Basic and Expert have actually kept me from getting Labyrinth Lord. I never felt the need.

Sunday, September 14, 2014

Waking up, smelling the coffee and thinking ahead

Excuse me if I wax a bit poetic in my post titles. Sometimes I get a bit influenced by Samuel R. Delaney and created titles that sound pretentious and grand. Considering I lag behind him English style, it might sometimes become a bit comical. You'll get those laughs for free.

Since I have woken up this blog, here are my intentions going forward.

I have been thinking a bit about D&D again in the hubbub about the 5th ed. and I have been playing mostly Fate recently, so I will write about those things.

Fate for me is a very strange experience. It's a game that liberates, and at the same traps me in crunch and game mechanics. D&D at the same times feels very much more like a sounding board, a reference, than a living game for me. Maybe 5th ed. will change that. I will at least make an attempt in that direction.

Let's go. First out is a post about my thoughts relating to an old school D&D release.

Friday, March 21, 2014

Glorantha ORE, maybe?

I have managed to misplace my copy of Heroes and other Worlds, so I had to get on Lulu and order another copy today. Before that I tried to sort through all my games and find it, unsuccessfully. While doing that I did find some gems I had not seen in a long time. Boy do I have many game books or what? I need to stop working and play games full time!

One game I found that made me stop and browse it was Reign. For some time it was a game talked about quite a bit. Now I have not heard about it in a long while. Maybe the fact that the built in fantasy setting was not all that interesting, and that the weird world just felt weird for it's own sake made people shrug and walk past it. But, the rules are interesting and the idea of playing on a higher level, as lords and leaders, still resonate with me. I felt that resonance way back, and long time readers know.

I've never played the so called "end game" of D&D and all that jazz, neither have I ever played Pendragon. I've always felt Reign was the way to go, though. Especially as an alternative to D&D, since you would get there from the get go, and I never was that into knights.

Consider Glorantha. When the rules set Hero Wars and Hero Quest were published, Greg and friends really pushed for the social aspect of the game to come to the forefront. I seem to remember there actually being a book all about "hero bands", like they called the party. It was a group of individuals with contacts, relationships and resources. I kind of liked the idea, but never tried it in play.

Enter Reign. That's the game that's all about playing a "company" of some sort. Maybe it could be married to that setting where you no longer exist (things were different in thr RQ days) as a lone adventurer?

Playing games full time sounds better and better every time I say it...

(anyone want a copy of the flawed but brilliant Glorantha game Hero Wars? Pay shipping and it's yours...)

Tuesday, October 15, 2013

Delving Deeper boxed set at last

Today I first held in my hand the boxed set of Delving Deeper boxed set. It took forever to arrive, and I will probably never buy anything from John Adams again. Still, I got a really warm and fuzzy feeling holding that box in my hands.

When I bought the White Box from Brave Halfling that box was joke. The bottom half was not even glued together, and the corners haphazardly closed up with tape.

This box on the other hand is gorgeous. The cover image is great and the box is sturdy. First impressions last, as they say. As I looked at the booklets, they also looked really nice and clean. No busy layout, no fancy stuff, just readable. Clerics gets no spell at first level, and there's a Thief class if you like that. Classic stuff.

While it looks like I have a hard time keeping a gaming group together, this is a game that just screams to be played. I long to try it out. That's a pretty good reaction for a new game, isn't it?

Saturday, October 12, 2013

Material components, taking a cue from Mage

I have more than once felt that the game Mage: The Ascension could be really cool, if I just figured out how. The rules are a bit too vague, and the setting cool but unfocused. Sadly, it felt later editions limited it to become the same kind of superhero games Vampire and Werewolf was.

Now I've started thinking about the really interesting bad guys in the setting, the Nephandi, I decided I needed to read the Guide to the Technocracy. That power group was presented as the main evil in the early editions, but I have picked up this book in order to find a more positive slant on them. There are multiple shades of bad in this setting, and I felt Nephandi would be more interesting as bad guys, and the technos as misguided good guys. It's after all a game about belief, and even the kind who seems abhorrent to you has to be investigated for what they are.

One thing this books talks about at length is the magic foci used to cast technological spells. The magic in Mage is very free form, and based upon some basic spheres of knowledge. You can pick whatever sphere you like and by manipulating that get magical effects of that kind. In GttT the "mages" use implements, like a calculator, mirrorshades, guns and other technological gadgets which both channels and "hides" the reality wracking effects. For example, in order to cast a spell of perception, you put on those shades and the spell take effect. The implements are not just like a magic wand you wave about, it's a thing that related to the magic action being taken. This made me think of material components.

In some editions of D&D, you have to have a spell component to cast some spells. If the component is verbal it is easy to just say your character chants or shouts or whatever. That pesky bat guano or black pearl is more complicated. How often do you need to stock up? How do you track usage? Is that really fun? And so on...

Maybe you could use implements like in Mage instead? It would take magic back to how it worked in the Blackmoor campaign. Dave Arneson had a very tangible kind of magic in his campaign, that much can be gleamed from what he have said, and written in the FFC. It can't get any more old school than that, eh?

I would think it would have to be components of a lasting nature. One problem with the material components rules as they are in e.g. AD&D is that it's unclear how to manage the logistics. If you instead always have your item around, it solves that problem. I do like the idea of being able to improvise and take whatever item that suits the effect you are trying to achieve. Since there are no dice rolls involved in classic D&D spell casting, you could say spells cast without implements take one additional time increment to cast, a segement, round or whatever.

I'll file away this idea for the future. Right now it looks like I'll have few possibilities to actually test it, but if you do feel free to post your experiences!

Monday, May 7, 2012

Old and new together

I played D&D 3rd ed. yesterday, and it was a very interesting mix of old and new. Most of the players were older than the hobby, which is not always the case these days!

We don't need no stinking character sheets! Graph paper works just as well for us!



When I was your age we didn't have no metal miniatures! We used sticks and pinecones and, and... pieces of plastic!

My dude is the d12, since I feel they need some love...

During a trek through the wilderlands of the southlands we were beset by a pride of lions! Six lions attacking a crowd of humans, arguing over whether playing the pipes raises or lowers the morale. All the while birds are circling us, and out in the sea are the mysterious ships of iron, travelling under the surface. Will we get the help we need from the tower of the iron fortress? Never ending drama.

Tuesday, March 13, 2012

Action/Drama/Fate points and player engagement

I was replying in a comment on this post, and realized it was turning into a post of its own. I'll expand all my thoughts below.

The idea was that points which players can use to change probabilities and/or change the game world is bad in a old school game. The perceived threat was that of eliminating the deadliness of the system. Here are some direct feedback on that, and some further thought on the matter.

There are multiple kind of systems for giving the players a way out, and for changing the fact of the game world. I have played multiple systems using those and have some experiences to share.

First, in Warhammer FRP there are something called Fate Points. Those can be used to "save the character from certain death". Suggestions are mitigating the effects of a fall from a cliff, or a critical hit. But, and it's an important but. Once they are gone, they are gone! In a game like WHFRP, which is quite deadly, this is literally a life saver. Will it rob the game of something? Well. I have played with quite a few characters in WHFRP and I tell you that I sweat every time my character takes a hit! Fate points or not. Too see those few points dwindle just reinforce how close to death I just came.

Secondly I want to mention the Drama Dice of 7th Sea. In that system you roll dice depending on your stat and your skill, as a pool. But, you only keep as many as your stat's value. Using the Drama Dice, you basically get more dice to choose from to keep. So, using this mechanic you make it likelier that your character succeeds. These Drama Dice you get for acting in a heroic and swashbuckling manner, i.e. it reinforce the theme of the game. It's a reward mechanic. When I was running 7th Sea, I noticed that the psychological effect of getting a physical token (poker chips in our case), and comparing the amount to the guy sitting next to you, made it work really well to reinforce the theme of the game. Sure, sometimes people chucked in token after token (you can commit them after the fact) on a roll they really wanted to succeed at, but it mostly worked as a prod to act thematically correct.

Thirdly, and finally, I'm coming to Type IV D&D. I played in a campaign up to "Paragon Tier"?  See, I have already managed to dismiss the jargon from my head. Anyway, up to what used to be called Name Level. I remember that I once in a while used a Action Point when I wanted to do something, but in that game the "respawn time" of powers was dominating the game so much that yet another mechanic, like getting "blooded" and triggering new effects, made it down in the general noise of game mechanics. Basically, I barely noted those points and they never affected our actions as far as I could see. They surely never did mine.

So, what am I trying to say? I'm saying that having some kind of points or game mechanic to "save your bacon" can work out in many different ways. I would claim, with some emphasis, that the brittleness of characters is not the defining factor of old school play, and that there are more than one way to skin a cat. The cat in this case being giving those points to players. Compare getting xp for gold to the Drama Dice in 7th Sea. Those are both reward mechanics. Also, having dwindling resources can in fact give the game an even tenser feel, and reinforce the dread. If that's what you're after. But, when you add something like a new mechanic to the game, make sure you are not conflicting with other systems in the game, making the effect lessened by it being forgotten or drowned!

I am vary of the idea of giving more spells to neophyte magic users. It change the tone of the game, but I don't think a scarce resource like the Fate Points in WHFRP does. Is it a valid comparison? I don't know.

Sunday, February 26, 2012

What's important in D&D3 - what I (apparently) thought back then

I took out my D&D3 books yesterday, since I made a new character. I also found that I had put small coloured tabs on some sections of the book, like you can see below:



What was it that I found crucial to find when I played this edition every week? Let's take a look.

PHB
Equipment
This is nothing odd. This is the go to list once you get back from the dungeon and want to stock up on something. I also clearly remember that I often used it as a gauge to invent costs for oddities the characters wanted to get
 

Miscellaneous Actions
Beyond that innocuous phrase lies the biggest turd of the 3rd ed. The tables lists which actions are a Standard Action, Full-Round and Free Actions. While you can see where they came from when designing that, the fact that you had a table covering a whole page delineating which was was indicates it quickly got unwieldy. I've been told the revised edition even added a few classes of actions. I think there are two good ways to design things like that. Either roll a die, or say that you can each turn do three things like attack, dodge or Something Else(tm). Another thing this table was used for, was to list which of these actions provoked Attacks of Opportunity. Oh, how I hate those. In theory a great idea, but it forces you to use a battlemap and slows down play as there are constant interrupts from AoO. Can you do them well? I'm not sure. If you, e.g., let everyone take a "parting shot", you discourage a fluid field of combat, even if you can Dodge out of it. I'm not sure it's a good idea at all.

Index
When 3rd ed was released, they did like TSR did for 1st ed. they released the books in different years, and there was a small summary in the back of the PHB of magic items and monsters so you could play with just the PHB. In theory, a good idea. That do sound like a often repeated phrase when talking about 3rd ed, doesn't it? I had a tab on the page where the index started, since you could just start flipping from the back cover. Always include an index in your rule book, and if you have an appendix, but if before the index. Ok?

DMG
Treasure
This is the tables for generating treasure. You can roll to find how much is coins, magic items, jewels and how many tapestries sewn with gold thread. I used this a few times, more than once, actually. But, I have a vague recollection of the numbers being screwy in some way. Also, on this page is the big brain fart, expected wealth per level. Bollocks, I say!

Tables
Quick reference tables for just about everything. In theory this was a good idea (ahem), but I don't think I ever looked at this, since I was always flipping through the books to find something else and then the tables was always nearby anyway.

XP
This is one part where I felt 3rd ed. was inventive in a way I could appreciate. You match up the party average level against a rating for the encounter and see how much of a hindrance it is for that party, and you get XP accordingly. I liked the idea of a measly bunch of 2nd level dudes killing a dragon and scoring big, while the name level knight got nothing for killing kobolds. It felt like a more elegant solution than having different amount of XP per monster and it did take into account the mixed party levels. Neat math, simply. Nothing said you had to match party level and monster rating...

EL
Encounter Levels and Challenge Ratings. This is another thing which in some circles have caught a lot of flak. I like it. Even if you think that the dangers are there, and not scaled to you, I still think it's good to know as a DM of what to expect. I have no idea wiping out a party with a jumbo monster if they are too stupid to run, but I'd like it to happen because I planned it, not because I had no idea of what I was doing! I'm not very good at crunching the math and understanding what happens if I add another gnoll, or decide to reinforce them with a hill giant. Just look at a table and you have some idea. Nothing forces you to scale things to the party level...

Slime molds & fungi
So why did I put a label here? Because those monsters/threats are icky, gooey and very classic? Nothings screams dungeon as a patch of mould. Interestingly enough, there's also a table with spells found in magic traps on that page. I'm not sure if I ever used that. Quite a difference if you roll on that table and get a 2 or a 63. The chest wasn't trapped with an Alarm, it was Power word, Kill. Great!

NPC traits
In theory... well. This is a table I never used. I think I just made it up on the spot, or had NPCs be dispensers of information or there to be killed. Advanced, eh? I like the idea of tables like that, though.

I think in all that it's clear that I like random tables, and that the big EL, CR, XP scheme talked to me. Frankly, it's one of the things I think T&T is missing. I am not happy to be reminded of AoO, but who is?

Saturday, February 18, 2012

Old Traveller adventures - the emptiness of space

I recently bought the Mongoose edition of Traveller, as you might remember me mentioning before. It is a good game, and a fun read. Now I have brought som eof my other Traveller stuff out of storage as well, browsing it since the mind is full of Traveller anyway. You know what? I think I'm seeing a trend in these adventures.

A classic Traveller adventure is describing a locale, either a space ship or a planet. There is usually a task to be done, and some hindrances in the way.

Does that sound familiar? I noted another thing. Quite often the party is stuck in this research outpost, APC, starship, desert, jungle, whatever and need to use their tools to get out alive. More often than not there are rules for how to handle the environment and/or the technology at hand.

I'm missing something.

This setup there's the party, and this locale. That's it. Who the hell are you supposed to interact with?

If you look at classic D&D adventures, there are always NPCs. Remember Lareth? Remember the nutty lich in D2? Remember the zoo of factions in the Caves of Chaos? Space is empty in comparison.

I think I've found out why I so often fail at making science fiction games fun. Space just is too big, cold and empty.

Monday, February 13, 2012

Old School feats - my take

In a post some while back, FrDave posted his ideas about how to spice up the use of stats in old school D&D by some "feats" for those with exceptional stats. I liked the idea of some extra ability that set just that level 2 fighter apart from the dozen next to him in line at the dungeon entrance. Stats mean very little in earlier editions, and while I think the way it works in, say 1st ed AD&D, is a a bit excessive I still think some more use could be had out of them.

Here are my lists for "old school" feats.

This is build for the B/X edition of D&D, with a +1 for 13-15, +2 for 16-17 and +3 for 18 in a stat. The reverse applies for stats lower than 8.

Fighter
  • STR - 1-3 times a day, the fighter attack may stun an opponent who must make a save or dazed only defend himself.
  • INT - Once a day, you can find and exploit a flaw of the opponent. Adjust his and/or your AC up or down 1-3 points.
  • WIS - 1-3 times a day the fighter can feint an opponent, who then looses his next action.
  • DEX - 1-3 times a day, a successful attack may disarm an opponent.
  • CON - 1-3 extra HP added at character generation.
  • CHA - daily an intimidate attempt may be made, and 1-3 bonus gained to one to hit roll.
Magic-User (repost from Blood of Prokopius)
  • STR - 1-3 spells per day have their durations doubled.
  • INT - 1-3 spells with variable effects are maximized.
  • WIS - 1-3 spells may be spontaneously cast in place of memorized spell of equal or lower level.
  • DEX - 1-3 spells with an area effect have it doubled.
  • CON - may use 1-3 weapons or armour chosen at character generation not normally available. Leather must be the first choice and no heavier than chain.
  • CHA -  1-3 spells a day require two successful saves.
Thief

  • STR - thrown weapons gets +1-3 damage
  • INT - 1-3 times a day the thief manoeuvre himself so to grant initiative for his side. Ignore the dice.
  • WIS - daily the thief may push and shove enemies in a fight, granting +1-3 to one attack/save on a friendly side.
  • DEX - 1-3 times a day, an attempt at sleight of hand will automatically succeed.
  • CON - 1-3 times a day you get +1 to a save of your choice.
  • CHA - you can tell 1-3 totally convincing lies each day.
Halfling
  • STR - 1-3 times a day, you can re-roll a to hit or damage for one ranged attack.
  • INT - 1-3 bonus once a day to find hidden things.
  • WIS - once a day, your sixth sense will warn you of impending danger, on a roll of [1-3] in a six.
  • DEX - one fight a day, you get 1-3 bonus to AC.
  • CON - 1-3 bonus to any save, once a day.
  • CHA - 1-3 times a day, you may sing a silly song gaining a 1-3 morale bonus for the whole party.
Cleric
  • STR - if an opponent if of a faith directly opposing your own, you may once a day smite the unbeliever for 1-3 extra damage.
  • INT - 1-3 memorized spells may be swapped out for a healing spell of equal or lower level, at will.
  • WIS - once a day, turning attempts will affect 1-3 extra targets.
  • DEX - 1-3 spells of variable area of effect is doubled once a day.
  • CON - daily after a short prayer, the cleric will regain 1-3 HP.
  • CHA - the true intentions of 1-3 individuals with whim he has conversed will be revealed by the cleric's god.
Elf
  • STR - once a day, you get 1-3 bonus to a save against spells with physical effects.
  • INT - 1-3 times a day, a spell cast will be retained in memory.
  • WIS - on a [1-3] in 6, small woodland creatures will give you warnings of dangers and happening in the wild you are travelling through.
  • DEX - 1-3 rounds a day the elf may shoot twice in combat.
  • CON - 1-3 days an adventure the elf may survive without sleep/food or water.
  • CHA - on a 1 in 6 the elf might know, once a day, a snippet of knowledge of greater or lesser relevance to the adventure at hand.
 Dwarf
  • STR - 1-3 attacks a day will not only harm, but also stun the target into loosing their next action.
  • INT - may identify the make and/or source of gems and precious metals, on a [1-3] roll in six once a day.
  • WIS - once a day 1-3 spells of the dwarfs level or lower will not affect him.
  • DEX - when an enemy falls for your axe, you may 1-3 times a day immediately roll to also attack the closest enemy.
  • CON - 1-3 days a week, the dwarf may drink any amount of alcohol without passing out.
  • CHA - once a day, saves against any fear effect will get a 1-3 bonus for everyone within 10' of the steady dwarf. 

So what say you? I think these can be used to great effect to make that character of yours stand out a bit from the rest, without degenerating into super heroics of a kind not fitting for B/X.

Wednesday, January 11, 2012

I really don't care

...about D&D 5th ed.

Saturday, July 30, 2011

Super Endless Quest - does it sound inviting?

Like I mentioned in my last post, I'm not playing my solo game books to take me through summer slowdowns. I have T&T solos, and I have the Fighting Fantasy books. But, there are a whole truckload of solo gamebooks out there!

I managed to find a couple which actually said "Dungeons & Dragons" on the cover, which was intriguing. Two books found their way into my waiting paws, and the one I'm looking at right now have a Keith Parkinson cover illustration and the inviting title "The Ghost Tower". It's not without some effort I stop myself from writing "... of Inverness" after that. Is there a relation? I don't know yet.

But, what is striking is the enormous series logo above it all proclaiming Super Endless Quest! Is it just me, or doesn't that actually sound a bit discouraging? A quest that goes on and on with all the limitations of the solo format feels very restrictive top me. When doing some research, I found that in the big index at rpg.net there are indeed if not an endless list at least a very long list of these books.

The game system looks to be something which is quite far from D&D. Actually, it doesn't seem to have any relation to D&D at all! Considering how simple a system D&D can be, when pruned from it's worth excesses like AD&D1 and D&D3, I find it a bit curious that they didn't try to base the rules on D&D. Wouldn't that be an extra sales point if you could take the character in your solo onto further adventures in the dungeons of your friends when playing the full D&D game?

Anyhow, this is a new field of adventure for me and since I know many gamers have tales to tell of being shaped in the forge of Fighting Fantasy I wonder if anyone ever was brought into the fold by the Super Endless Quest books?

Friday, June 24, 2011

Am I missing something?

Now I've seen that in my feed there have been a very intense conversation going on in the blogosphere about shields. But why? After skimming those post I don't understand what all the hubbub is all about. Am I missing something?

Sunday, May 1, 2011

AD&D, using just the PHB

I have been thinking about games I want to run for a while now. Since I listen to Roll For Initiative podcast, which is all about AD&D, one candidate have been AD&D. For many, probably for many of my dear readers, it is a familiar game. Not so for me.

Way back when I started playing, one of my school mates talked about the games his older brother played. I had the opportunity to visit them, and got to browse the AD&D PHB, that game for "older guys". What I remember most clearly where the illustrations. I thought they looked like doodles made by ball point on a pad of paper while sitting chatting on the phone. Ugly game, not for me.

Later I started to buy some 2nd ed game books, since there were dozens of game worlds and some was actually pretty cool. I still abhorred the game, now for the rules.

So, since I now own two [sic!] copies of the PHB, I feel like I should give this game a chance. Having played B/X and S&W it feels a lot more familiar than it did way back then.

Everyone who have read the AD&D rules knows how much quirks they hide within those pages, and I intended to limit some of them. My first move was to decide that I'd play with the PHB, only!

All those old hands now shake their heads, since they know that there are no combat tables in the PHB. That I knew, but had forgotten. What I didn't knew, was that there are no saving throws in the PHB! All the rules on how to make a character, but not a word about saves!?

Since these rules are organized in a quite eccentric way, I might have missed the saves. Please tell me where they are in that case! But, how would the game work without saves?

When I had realized that they were missing, I suddenly thought that maybe it would be an interesting experiment to just disallow saves, since they are not in the PHB. Disallowing combat it more problematic, but AD&D without saves sounds like it could work.

What do you think?

Monday, March 7, 2011

[DragonQuest] Shields will be splitered!

I found this reading DragonQuest yesterday:
[18.3] Grievous Injury may result if the successful Strike Check is 5% or less of the Modified Strike Chance. 
...
A figure who suffers a Grievous Injury while wearing armor has the Protection Rating of that suit of armor reduced by 2 until repaired. Optionally, a figure who is also carrying a shield can choose to have the shield cloven and spare his armor. A cloven shield is useless.

Shields will be splintered, eh? I really like the idea with ablative armor, like in older T&T editions. Try that one out with D&D and let me know how that works! Should drain some money from those rich coffers.

Saturday, March 5, 2011

Some thoughts on character empowerment house rules

Today I read this blog post, about Gary Gygax's house rules for D&D. Reading that I was thinking back to how the rules for T&T have changed over the years.

For those of you who have read 5th ed. T&T and then compared it to the latest edition, the reaction might have been negative. It's not like the later editions of D&D, but even though the rules have stayed mostly the same there have been a shift in tone. Just looking at the list of 1st level spells known to a newly rolled up delver makes that clear.

Just like the rules Gary used, linked to above, the latest T&T edition is empowering characters, especially at lower levels. I think this is a sign that the old style long term campaign play have fallen out of favour. I know that Ken no longer have a regular group. Do anyone of you know if Gary had one during the later years? When you mostly play at conventions, you don't slog through from level 1 to name level, it just makes sense e.g. to start at level three with max hit points.

Now, would anyone claim that this is not old school enough? I know that some people have argued for long campaigns to get a proper feel for "the old ways". While I can appreciate that, I want to emphasize that two founders of the hobby apparently play differently.

Yeah, I know. It's silly, isn't it? I don't know if this is just me trying to somehow make myself feel better about the fact that I don't seem to be able to get a group to commit to long term play. At least I'm in good company.

Monday, January 10, 2011

Once again into the breach - starting a new campaign

So now my Wednesday group have ended due to scheduling difficulties and I'm looking to recruit some new people for a game. First question is of course, what are we going to play?

Since I have no players I'm going to decide what I want and then find players who want to play that. My problem then is to decide.

Have you looked at your game collection lately? There's a lot of choices there. At least there are in my collection of almost 100 different game systems! Naturally I felt this kind of talked to me. How many editions of the same game do I own?

A few.

Right now I'm looking at a few alternatives. I will have to decide on either AD&D 1st ed, S&W, T&T of some edition, B/X D&D or LotFP Weird Fantasy? It would be kind of cool to try my hand at ToEE, or doing Keep on the Borderland with B/X. But, wouldn't it be even cooler do to Rappan Athuk with T&T? Some times I wish I was one of those people which feel the small OD&D box and their imagination is all they need.

Damn. I have too much choice.

That wasn't such a meaty post, was it? Well, I might have some more interesting stuff to say in the days to come, when I ponder the possibilities and maybe feel like creating something.

Tuesday, January 4, 2011

So, what do you do in this game?

I realized today, when I was looking at my collection, that there are a few of these games which don't answer that well the question in the title of this post.

Everyone who have followed the Steve Jackson Games line Transhuman Space, knows that one of the more questions about that game is "what do you do in this game"? While there are things to do, and they are even presented in the core setting book, it still seem to baffle people. Considering I myself have asked the question even after reading the book, I think they failed at presenting it like they should have. Now, imagine some other games and how they have handled that problem.

From 1981 to 1996 would Call of Cthluhu be a game where you often spend time doing things your character could barely afford, for reasons which only made sense to the player. At least that's the way it might sound when a fan of Delta Green gets going. Even though that many years and editions indicate that the problem might not be that serious, there is a disconnect between what makes sense to most CoC investigators and their players. Trail of Cthulhu solves it by introducing psychological traits, Drives, that suddenly put the reason for adventuring down on the character sheet.

How about a game like Pendragon? It has game mechanics for Glory, which makes it advantageous to behave like an Arthurian knight. I guess the theme of the game is advertised enough in the book as well.

My problem child, the game I have never managed to work for me, Traveller is another interesting piece. In that game there are three classic paths to walk, or travel if you'd permit me saying so. They are the path of the merchant, the mercenary and the sleuth. For me the biggest problem have always been that it's a big universe and the path is not as easy to discern in starlight as I had imagined. I seem to wander.

Of these four games, two can be considered oldies. But, I'd suggest that that matters little since if we compare CoC and Traveller to D&D and T&T we will find that in the latter it's easy to find out what you do. Explore, loot, kill and level up. Lather, rinse and repeat. Compare that to DragonQuest and you once again have a game that while it's very similar to D&D/T&T again it more open and less focused.  At least it seems that way from my reading it.

It could maybe be argued that games with a strong, focused setting (like Pendragon) have an easier time answering the question. Let's dodge THS and ponder Stormbringer/Elric! and Fading Suns. What do you do in Stormbringer? Planewalk and be the chess piece of the gods? I see, hand me the dice. No. Then there's Fading Suns, which have a central mystery and a structured society to play in. It should be easy, just find out why the suns are fading! Well, except that there are quite few examples of how that is done, since the reason have never been published!

Where am I heading with this? Well. I think one reason why it's harder to make some games sing is that you will have to create the reason for adventuring, and the buy-in, yourself. I never tried to do that for Traveller, and maybe that's why it didn't work for me. Maybe there is a lesson here for game designers as well as GMs. If you don't include a clear hook in game, the game should contain some clear advice on how to make it work for you, or at least point out there need to build upon what's been given. I think there are a few interesting conversations to be had about games designed from that point of view.

Thursday, October 21, 2010

Three combat options

Here are a few more options in combat for the world's most popular frpg, and similar games.  The rules in the block below are Open Gaming Content.

Hits and Misses
  • Every time you roll a natural 1, a complication occurs. It wont necessarily hurt, but it will complicate matters. 
  • Every time you roll a natural 20, something happens that's good for you. Roll damage as usual, and then double it!
Being Hurt
After your HP reaches 0, the Hits and Misses rule no longer apply. Now you are Hurt. When you suffer enough hits to reach the negative of your initial HP you're finally dead.


Damage by level
To speed up play, especially if you have many players, roll one less die and just assume you do your level amount of damage. If you are Hurt, you do half that.

These rules came from me thinking on combat in 7th Sea. In that game you have flesh wounds and dramatic wounds. The former you can rack up as many as can be dealt, and only after failing a save do you get serious damage. I thought that maybe that could be used, in a way, to give characters in other games some more staying power.

Pairing that with Hits and Misses, you will probably adjust the power up slightly. Any kind of crits and fumble rule are going to affect the player characters most, since they are present in all fights. But if they also can take some more damage it wont be so hurtful to once in a while be the victim of double damage.

Doing damage by level might be less fun, since it is actually fun to roll dice. On the other hand it do take a while for some people to find the right die, roll it and tell you the result. Having ten players I'd imagine it would be a time saver, though.

Hate them? Love them? Indifferent?

Wednesday, October 20, 2010

15 games - the list

"So, just name me 15 games you've played. The first ones that pop into your mind"
"Like, any kind of game?"
"Yeah, any kind. You don't even have to have liked them."
"I could probably mention 50 rpgs, just like that."
"But, would it be the first ones to pop into your mind?"
"Well, I don't know. My mind just wanders, sometimes."
"So, just name 15 games, any games. It could be interesting to see how many of those 50 you really could think of, eh?"
"What he heck!"

1. Tunnels & Trolls
2. Dungeons & Dragons
3. Stormbringer
4. World of Synnibarr
5. WHFRP
6. Advanced Squad Leader
7. Diplomacy
8. DBA
9. Call of Cthulhu
10. Zork
11. nethack
12. Grand Prix Legends
13. Junta
14. Hacker
15. Battletech

"That was just a mess!"
"Yeah, not the first ones you would have thought would be on the list, would you?"
"Well, some of them. Why on earth was I thinking of *bleep!* just now?"
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